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  1. #1
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90

    Healer PVP Actions are Amazing

    I know PVP is a sour spot for FFXIV, but looking at the new PVP actions for healers is giving me goosebumps. How is it that they can create such a unique and interesting toolkit for each healer in half the actions?

    WHITE MAGE:
    - Aquaveil is now a barrier that also has a debuff nullification effect and the barrier doubles when debuff is prevented.
    - Miracle of Nature is a new action that turns your target into a pig/toad/imp (it doesn't specify)
    - Seraph Strike returns but is a DPS action that applies protect to yourself and nearby allies and allows you a use of Cure III

    White Mage Limit Break: Afflatus Purgation
    - We saw this in the trailer but my god is this overloaded. A heavy DPS laser that activates Temperance which increases damage dealt and healing potency for the party instead of damage reduction and gives everyone Regen

    SCHOLAR:
    - Adloquium now offers a damage buff to your target which can extend to nearby allies with deployment tactics
    - Biolysis reduces the damage dealt by your target
    - Mummification is a new conal AoE replacing Art of War that reduces healing received by the target.
    - Expedient now also gives you Recitation which just increases the potency of your damage and heals for 15 seconds.

    Scholar Limit Break: Summon Seraph
    - Automatically uses Seraph Flight when summoned which grants Excog to the party and nullifies a debuff for them. Also gives the SCH Recitation.
    - Consolation can be used while she's summoned.

    ASTROLOGIAN:
    - Aspected Benefic now increases in initial potency the lower the target's HP is and still applies a regen.
    - Gravity II applies a 75% heavy
    - Double Cast just lets them repeat their last used spell. Most of them have 2 charges and Double Cast also has 2 charges, giving you a ton of flexibility. It seems it also adds additional effects to your 3 main spells.
    - Double Cast Fall Malefic reduces the recast time for Double Cast. Double Cast Aspected Benefic also applies a barrier. Double Cast Gravity II replaces the heavy with bind.
    - Draw only results in The Balance, The Ewer, or The Spire. Balance is a 10% DPS buff, Ewer is AoE MP regen, and Spire is AoE limit break regen.
    - Macrocosmos exists

    Astrologian Limit Break: Celestial River
    - Reduces damage dealt by all nearby enemies by 30% and increases damage dealt by all nearby party members by 30%. These effects decrease by 10% every 5 seconds.

    SAGE:
    - Eukrasia Dosis III applies Eukrasia Diagnosis to your Kardia target
    - Pneuma applies a Panhaima effect instead of a heal
    - Toxikon and Toxikon II are separate. Both have charges. Toxikon is your AoE and increases damage taken by the target. Upgrades to Toxikon II when you have Addersting from when Eukrasia Diagnosis breaks and is a significant DPS Gain.

    Sage Limit Break: Mesotes
    - A bubble you place where allies inside cannot be damaged by enemies outside, and enemies inside take damage over time.

    I realize a lot of these effects don't necessarily translate well into PVE content, but my god would healing be so much more fun if we took some inspiration from the PVP tool kits.
    (32)

  2. #2
    Player
    RinaShinomiya's Avatar
    Join Date
    Aug 2019
    Location
    Gridania
    Posts
    308
    Character
    Catherine Shinomiya
    World
    Lich
    Main Class
    Sage Lv 90
    It seems this recent rework also completely abolishes job gauges which is a interesting direction.
    GNB even got some FF8 flavor which is hillarious to me.
    I cant wait to visit Wolves Den and screw around with these actions.
    (7)

  3. #3
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by RinaShinomiya View Post
    It seems this recent rework also completely abolishes job gauges which is a interesting direction.
    GNB even got some FF8 flavor which is hillarious to me.
    I cant wait to visit Wolves Den and screw around with these actions.
    I've always argued job gauges were a bad idea
    and ff8 inspiration was honestly not surprising for gnb

    admittedly there is a weird bit of the pvp kits. sage cant heal outside of kardia for example
    (3)

  4. #4
    Player
    HyonaCookie's Avatar
    Join Date
    Jan 2022
    Posts
    146
    Character
    Hyohyona Hyona
    World
    Siren
    Main Class
    Scholar Lv 73
    I look forward to playing more PvP as a healer. I recently got into PvP and now these changes looks sweet. Especially the Limit Breaks. I just need to live long enough to use them.
    (2)

  5. #5
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Recon1o6 View Post
    I've always argued job gauges were a bad idea
    and ff8 inspiration was honestly not surprising for gnb

    admittedly there is a weird bit of the pvp kits. sage cant heal outside of kardia for example
    I noticed that too, but all of the healers are restricted in their healing to some degree. No one can just spam healing since every heal is on a charge system with a 15 second cooldown. It seems like Healers are more accurate support in the new PVP since all jobs are largely responsible for healing themselves.
    (12)

  6. #6
    Player
    rewd's Avatar
    Join Date
    Jun 2021
    Posts
    592
    Character
    Tolo Rewd
    World
    Spriggan
    Main Class
    Summoner Lv 100
    Seraph Strike is soooo good and could easily be implemented in PvE too. Imagine having an offensive ability that you use proactively to apply protect to your party that laters changes to a healing skill to heal the damage you just mitigated. A simple 1-2 combo that lets you deal damage, mitigate and heal that takes the grand total of one slot.
    (8)

  7. #7
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Something else to note looking at other jobs is that SMN and RDM have legitimate Healer modes as they are given choices between offense or healing/utility, so we actually kinda have 6 healers for PVP.
    (8)

  8. #8
    Player
    SweetPete's Avatar
    Join Date
    Dec 2013
    Posts
    991
    Character
    Princess- Princess
    World
    Coeurl
    Main Class
    Alchemist Lv 100
    I’m loving the pvp changes for the healers. I’m actually gonna stick with Astro as my main healer in pvp but wow I can’t wait to play pvp in frontlines and CC.
    (2)

  9. #9
    Player
    SpiralMask's Avatar
    Join Date
    Dec 2016
    Posts
    444
    Character
    Aubrenard Sondraix
    World
    Balmung
    Main Class
    Warrior Lv 90
    looking at all the pvp actions across the board made me go "wow look at how much flavor each of these classes has with so few buttons, why is this such a problem for them on the pve side?"
    (21)

  10. #10
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by SpiralMask View Post
    looking at all the pvp actions across the board made me go "wow look at how much flavor each of these classes has with so few buttons, why is this such a problem for them on the pve side?"
    Agreed. Job flavour is so important, and not just that but all the pvp kits have different playstyles too. It really isn't much to ask for.
    (16)

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